Light Propagation VolumesXNAǼơפäƤꥯȤƤޤ˻ΤǤʤʤդ֤ޤ
ĤȡäƤä֤ɤȻפΤǡˡˤĤƤƤޤ
DirectXɤͤϡNVIDIASDK˼㤬ΤǸƤ
ޤ르ꥺγפǤʲΤ褦ʥƥåפˤʤޤ
Step.1 Reflective Shadow Map
Step.2 Radiance Injection
Step.3 Radiance Propagation
Step.4 Scene Lighting
ޤǽStep.1
Reflective Shadow Mapޤ뤳ȤϡGХåեʿ١ɶ֤ΰ֡ˡ٥ȥ롤«ˤʤΤ礷Ȥ̵Ǥflux(«ˤηˡǤReflective Shadow Mapsʸ3.2Ϥ˵Ҥޤ
ֺǽˡƥԥ˱äͤ줿«ɬפ롣uniformʿԸˤĤƤϡȤʤ롣uniformФƤϡ«ΩγѤ뤿ݥå;ǸפȽƤޤ
ʤΤǡֳڤʼʿԸȤƥ饤Ȥ谷ŬꤷƤФ褤Ǥ礦ȤƼ갷ϡLight Propagation VolumesAppendix Bˤ餷åɤܤäƤޤ
half GetTexelLum( const in RSMTexel texel )
{
return Luminance( texel.vColor ) * max( 0.h, dot( texel.vNormal, g_lightDir.xyz ) );
}
luminanceϵͤʤΤǡ餯Τ褦ʷˤʤȻפޤ
half Luminance( const float4 color )
{
return 0.299 * color.r + 0.587 * color.g + 0.114 * color.b;
}
ˡʸˤƤ褦ˡΤޤޤβ(Virtual Point Light:VPL)ȤƻȤäƤޤȽŤΤǡץƽ٤ڸƤޤ
ɤAppendix B˺ܤäƤΤǡͤˤФ褤Ǥ礦
äƤ뤳Ȥ4ƥʬץơGetTexelLum()åɤˤͤǤ뤤ƥꤷޤˡե륿ݤޤե륿γݤϡ4ƥФƺǤ뤤ȷꤵ줿ȡ륻Ȥ2ΥΥ3̤ξ˿١ˡûΥ3̤ǤΤĤ뤫ȤƤޤơǸƤޤơ줿ͤϤȤǤ
Appendix BΥɤȤ狼褦ˡåɰȤΤǡ餫ᥰåɤۤƤɬפޤåɥȡʬȤޤХåɤϹۤǤΤʤǤ礦
³Step.2Ǥ
ץReflective Shadow MapΥƥȤƳǼƤݻƤޤ
ΥƥåפǤϡƥȤƳǼ줿Ĵ´ؿǰ̤ơܥ塼ƥؤȳǼƤޤ
ޤˡ٥ȥ뤫2ޤǤSHФޤȤϤηSHStep.1ǺGХåե«ФRGBʬݤ碌СĴ¤ǶͤޤޤȤϤRGBʬȤ̤ΥƥȤƵͤ¸Ƥޤ
ΤޤޤǤϼʾˤ륢ƥեȤȯƤޤޤ뤿ˡǽäȤ餹ȤƤޤ
ϡStep.3Ǥ
̤̾ꡤǥãƤޤפܤФSHͤûƤФǤ
λAppendix C. Propagation scheme˺ܤäƤޤ
ǸˡStep.4
饤ƥԤޤ饤ƥϤäƥץã줿ǥܥ塼ͤȡSHѤơ饤ƥԤޤ
ʤ櫓ǡΤϤ狼פȻפޤ
Light Propagation VolumesͳǤ
ꤢʤΤǡޤǾ֤Ƥ
ȡޤɽӼϥåĥάΤǡʸȤƤ
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6.2 Geometry-aware light injection and shifting
ޤФʶֶΤˡʾ뤿˳VPL pΥǥγƤñͤեȤɬפޤʿ9ȡˡ桹ϡˡ˸ǥ¤ˤƺǥȾʬǤͤ˸ǥեȤ뤳ȤޤäơǾͤΥ顼Ƴ졤¿ξˤƼʾޤܺ٤ʼˤĤƤAppendix CȤƤǤ⡤ñͤǥեȤ뤳Ȥϴ˼ʾ˾ޤʤǥ֥ǥˤϽʬǤϤޤ
6.3 Anisotropic upsampling of radiance volume
֥5.5˽Ҥ٤Τ褦˶Ū˶줿ǥSHΥȥ饤˥֤ϺǽŪʥǥܥ塼δ֡˾ޤʤʾ֥ǥȤä褦ʽʥƥեȤ⤷ޤʿ9ȡˡФơʤȤ3Ĥβǽˡ¸ߤޤ
ǽ1Ĥϥͥƥ֤ʥץǡʾ褦ˡǡեåǥեȤñͤ줿VPLΩĤΤǤΥեåȤ1ĤΥĹΤǡ椨ˤƶ֤줿֥Ȥˤư̤Ȥʤޤäơ桹ϤΥץϻѤޤ
2ܤΥץϡñͥơˤ뤤"ǥ"[DSDD07]ȸƤФХå饤ɤä뤳ȤΩޤϡȿФ˸ȥľǡǥγƤ⤤"ȥ饹"Ĥ褦ˤޤäơȥ饤˥֤뤳ȤϽˤʤޤˡμreflective shadow map2褹ɬפȤȤǤǽˡ̥̾ȿͤ줿饤ƥˡ2˥ͥƥ֤ʥ饤ȤФ̥뤳ȤǤϥƥ˥åʣäޤñͥơΤãơθǡΥͥƥ֤ʥǥˤĤƷ֤ޤޤ̩ȿиΥȥξˤơְäưŤ줿Τϡ⤦ĤʤǤɤäƤΤǡ桹ϤΥץȤޤ
Ǹˡ桹ϵǥܥ塼˰¸åץץˡȯޤˡμʥǥˡ˱äƥȥС뤳Ȥȡǥǥʬ뤳Ȥˤäƴְä֤Ф뤳ȤǤ
桹SHФ濴κʬѤޤʿ10ȡˡn˸濴κʬϥǥθۤ뤳ȤǤ
ʼ
äơºݤΥǥĥǥʬӤ뤳ȤˤꡤˤĤơΥȥ饤˥֤ǥγƤΥƻϤޤäƤ뤫ɤ뤳ȤǤޤ
9ˤˡη̤ޤ
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Ƥ4ʾ夿äƤޤޤˤĶȻפޤ
Light Propagation Volumes in CryEngine3 Ķ--
ޤä깹˺ƤޤLight Propagation VolumesͳǤ
ꤢʤΤǡޤǾ֤Ƥ
ȡޤɽӼϥåĥάΤǡʸȤƤ
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6. Improvements and Optimizations